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The issue of super strength
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<blockquote data-quote="CreatorOfWorlds" data-source="post: 372963" data-attributes="member: 7616"><p>Well, I don't have either the time or the patience to sort through all of these posts (they are very numerous), but I think I can handle the topic of "The issue of super strength".</p><p></p><p>I, personally, don't know how the creators of many d20 Super Powers games are handling the use of strength in combat, but I do know how Wizards of the Coast handles it. If the creators of Dungeons & Dragons had have done things right, they would have reduced the value of Strength in melee and hand-to-hand combat.</p><p></p><p>In my games, I've started using touch attacks first and foremost. Not just for spells cast by characters, but for fighters who engage the enemy in their face. The way ranged spells work is that the target's AC is only comprised of 10 + its dexterity mod + any dodge bonuses it may have + size modifier +deflection bonus. The sole reason behind this is that spells affect the target whether its wearing armor or not, like RAY OF FROST.</p><p></p><p>This is just to find out if the target is quick enough to get out of the way, and it's based on the attacker's DEX as well. This should be for front line fighters, too. They should have to make melee touch attacks using their DEX modifier instead of their STR modifier in order to find out if they are coordinated enough to strike a moving target. </p><p></p><p>Players in my campaigns roll 1d20 and then add the following:</p><p>attack bonus</p><p>DEX modifier</p><p>weapon focus bonuses</p><p></p><p>If this is enough to strike the opponent's AC vs. touch attacks, then the attack succeeds. This next bit is the part many people want to overlook. Attacking should always be a two-part gesture: connection & force. Once it's been determined that you have a good enough hand-eye coordination to put the weapon where you want it to go, you need to find out how much "oomf" you've given your weapon. How much impact or force you've put behind the blow. </p><p></p><p>This is crucial that you do it this way, because you CANNOT determine if you've hit something by sheer muscle. If you swing wide, it doesn't change the fact that you've missed your target by putting more power behind the strike.</p><p></p><p>Now that you've determined that you can strike your target, add the target's armor bonus and any natural armor bonuses to its AC. Now the attacker can add (on top of the total of 1d20+dex mod+attack bonus+weapon focus) the following:</p><p></p><p>STR modifier</p><p>Weapon magical attack bonus (or punch bonus -as I call it)</p><p></p><p>These two factors are added to see if there's enough power behind the strike to penetrate the target's defenses. Of course, if the melee touch attack by itself was enough to get higher than the target's AC, then it slipped right through the cracks and found a vulnerable spot and struck flesh.</p><p></p><p>This may be a lot of work for some game masters, but I find that it's a better way to handle strength in combat so that characters don't just automatically hit anything by having an unGodly high strength. That's not the way combat in real life works, either.</p><p></p><p>DJ</p></blockquote><p></p>
[QUOTE="CreatorOfWorlds, post: 372963, member: 7616"] Well, I don't have either the time or the patience to sort through all of these posts (they are very numerous), but I think I can handle the topic of "The issue of super strength". I, personally, don't know how the creators of many d20 Super Powers games are handling the use of strength in combat, but I do know how Wizards of the Coast handles it. If the creators of Dungeons & Dragons had have done things right, they would have reduced the value of Strength in melee and hand-to-hand combat. In my games, I've started using touch attacks first and foremost. Not just for spells cast by characters, but for fighters who engage the enemy in their face. The way ranged spells work is that the target's AC is only comprised of 10 + its dexterity mod + any dodge bonuses it may have + size modifier +deflection bonus. The sole reason behind this is that spells affect the target whether its wearing armor or not, like RAY OF FROST. This is just to find out if the target is quick enough to get out of the way, and it's based on the attacker's DEX as well. This should be for front line fighters, too. They should have to make melee touch attacks using their DEX modifier instead of their STR modifier in order to find out if they are coordinated enough to strike a moving target. Players in my campaigns roll 1d20 and then add the following: attack bonus DEX modifier weapon focus bonuses If this is enough to strike the opponent's AC vs. touch attacks, then the attack succeeds. This next bit is the part many people want to overlook. Attacking should always be a two-part gesture: connection & force. Once it's been determined that you have a good enough hand-eye coordination to put the weapon where you want it to go, you need to find out how much "oomf" you've given your weapon. How much impact or force you've put behind the blow. This is crucial that you do it this way, because you CANNOT determine if you've hit something by sheer muscle. If you swing wide, it doesn't change the fact that you've missed your target by putting more power behind the strike. Now that you've determined that you can strike your target, add the target's armor bonus and any natural armor bonuses to its AC. Now the attacker can add (on top of the total of 1d20+dex mod+attack bonus+weapon focus) the following: STR modifier Weapon magical attack bonus (or punch bonus -as I call it) These two factors are added to see if there's enough power behind the strike to penetrate the target's defenses. Of course, if the melee touch attack by itself was enough to get higher than the target's AC, then it slipped right through the cracks and found a vulnerable spot and struck flesh. This may be a lot of work for some game masters, but I find that it's a better way to handle strength in combat so that characters don't just automatically hit anything by having an unGodly high strength. That's not the way combat in real life works, either. DJ [/QUOTE]
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